Marc Wilhelm - Wizards of the Coast | LinkedIn (original) (raw)

About

Seasoned, 25+ year digital game professional, passionate about fostering sustainable…

Experience & Education

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Licenses & Certifications

Colorado Bartending Academy

Volunteer Experience

Colorado Independent Game Developers Association

2011 - 2013 2 years
Arts and Culture
In 2011, founded the 'Colorado independent Game Developers Association' (CiGDA), successfully creating a diverse forum for artists, developers and musicians to discover and build a local, collaborative game-development community. The group encourages the pursuit of knowledge and expression by fostering a safe, open, supportive and inspiring environment. CiGDA believes in progressing the interactive arts to 'create good' through events such as local charity game jams & youth…
In 2011, founded the 'Colorado independent Game Developers Association' (CiGDA), successfully creating a diverse forum for artists, developers and musicians to discover and build a local, collaborative game-development community. The group encourages the pursuit of knowledge and expression by fostering a safe, open, supportive and inspiring environment. CiGDA believes in progressing the interactive arts to 'create good' through events such as local charity game jams & youth outreach.
http://www.denverpost.com/business/ci\_26933937/indie-game-developers-are-key-colorado-game-industrys

Professional Speaker

Champlain College

Education
Sophomore Symposium Speaker 2014, 2015

Publications

The event was titled: “Five Minutes With Ten Social Gaming Virtuosos”
Speaker lineup:
John Nguyen from MySpace
Bret Terrill, writer of “Bret on Social Games”
James Currier, CEO, Ooga Labs
Marc Wilhelm, Creative Director, SGN
Jing Chen, Co-Founder, Developer Analytics
Sean Clark, EA Pogo
Craig Sherman, CEO Gaia Online
Saurin Shah, Digital Chocolate
Hugh de Loayza, VP, Zynga
Jim Greer, CEO, Kongregate
In attendance was a who’s who of the local gaming…
The event was titled: “Five Minutes With Ten Social Gaming Virtuosos”
Speaker lineup:
John Nguyen from MySpace
Bret Terrill, writer of “Bret on Social Games”
James Currier, CEO, Ooga Labs
Marc Wilhelm, Creative Director, SGN
Jing Chen, Co-Founder, Developer Analytics
Sean Clark, EA Pogo
Craig Sherman, CEO Gaia Online
Saurin Shah, Digital Chocolate
Hugh de Loayza, VP, Zynga
Jim Greer, CEO, Kongregate
In attendance was a who’s who of the local gaming space; MTV, Peanut Labs, Small Worlds, Mochi Media, PlayFirst, Yahoo, Google, RockYou, Slide, OfferPal, Zynga, SGN, Pogo, Dev Analytics, Three Rings, Kongregate, Gaia, and many many more.
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Courses

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Projects

Sep 2022

Play the iconic card game on Mobile, PC, and Mac. Learn the basics, perfect your strategy, and compete against others online. Download for free and enter the Arena.

2020 - 2021

Life Is Strange: Double Exposure is an episodic adventure game developed by Deck Nine and published by Square Enix. The fourth main installment of the Life Is Strange series, it is a direct sequel to Life Is Strange. The plot focuses on an older Max Caulfield discovering her supernatural ability to rewind time has instead evolved into the power to transfer her consciousness to other timelines.

Mar 2017 - Mar 2018

Experience the ultimate free to play browser game. Customize your ship with an arsenal of diverse abilities and curve your way to victory in the ...
Other creators

Jun 2016 - Feb 2017

#1 Solitaire game in the App Store for 2+ years! If you love puzzle, strategy, and logic games that challenge your brain, you’ll love Fairway Solitaire! Puzzling card layouts and special “hazards” deliver excitement and twists that you won’t find in classic solitaire card games like Pyramid, Klondike, Spider, or Free Cell solitaire.
Other creators

Aug 2013 - Jun 2015

Each division at the college has a designated "Canvas Coach." Our role is to assist in the training and adoption of the new eLearning online software used for managing courses (both online, traditional and hybrid courses) by all faculty. The system acts as a personalized communication hub to improve communication between faculty.
Other creators

Apr 2014 - Sep 2014

The process of developing a course starts with research, proposal documents and a rigorous academic approval processes. With the guidance of my program director, I developed my first course. Visual Communication for Game Designers is taught each Fall semester starting 2014 to all incoming first year game designers in the Game Studio. I solely taught inaugural three sections the first year and then collaborated with a Champlain alumni/ adjunct, Evan Tetreault who taught 1/3 sections of the…
The process of developing a course starts with research, proposal documents and a rigorous academic approval processes. With the guidance of my program director, I developed my first course. Visual Communication for Game Designers is taught each Fall semester starting 2014 to all incoming first year game designers in the Game Studio. I solely taught inaugural three sections the first year and then collaborated with a Champlain alumni/ adjunct, Evan Tetreault who taught 1/3 sections of the course the following year. Here are the course components developed and are revised each academic year:
- Initial Course Proposal Draft (for initial approval)
- Topical Outline
- 15 Wks. Course Plan/Calendar
- 15 Wks. Lectures/ Presentation materials
- Identify required readings, schedule and resources required for course
- Full project descriptions and grading rubrics for each
- Assessment point breakdown for grading and rubrics for each assignment
- Syllabus
- Complete online Quiz Content with open/close & due dates
- Agile adjustment to course material and intermittent program assessment
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Feb 2014 - Apr 2014

Champlain College's 7th annual Game Studio Senior Show opened on Thursday April 17th at Arts Riot in Burlington, VT. The show was on display for two full weeks, exhibiting seven games for the public to view and play.
In addition to the daily game-playing sessions, I emceed an Artists Talk event open to the Burlington community on Wednesday April 23rd 2014. Student representatives for each of the games demonstrated and discussed their creations and held a Q&A session with the audience.
Other creators
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2014 - 2014

Appeared as one of the commentators in a documentary about the history of video games. Discussed emerging platforms in video games as well as independent game development.
Video Games: The Movie, a feature length documentary, aims to educate & entertain audiences about how video games are made, marketed, and consumed by looking back at gaming history and culture through the eyes of game developers, publishers, and consumers. The film is not just another film about the games industry, but…
Appeared as one of the commentators in a documentary about the history of video games. Discussed emerging platforms in video games as well as independent game development.
Video Games: The Movie, a feature length documentary, aims to educate & entertain audiences about how video games are made, marketed, and consumed by looking back at gaming history and culture through the eyes of game developers, publishers, and consumers. The film is not just another film about the games industry, but attempts something much more ambitious; the question of what it means to be a 'gamer', a game maker, and where games are headed. Storytelling and the art of the video game medium are also explored in this first of it's kind film about the video game industry & the global culture it has created.
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May 2013 - Aug 2013

Champlain Game Academy is a twelve-day summer game program hosted on the Champlain College campus in Burlington, Vermont, to provide high-school students with an participatory introduction to three main game development disciplines - Game Design, Game Programming and Game Art.
Professors from Champlain College's Game Studio, work closely with the academy students to provide a fun and collaborative, project oriented series of activities to survey of the kind of work and skills of…
Champlain Game Academy is a twelve-day summer game program hosted on the Champlain College campus in Burlington, Vermont, to provide high-school students with an participatory introduction to three main game development disciplines - Game Design, Game Programming and Game Art.
Professors from Champlain College's Game Studio, work closely with the academy students to provide a fun and collaborative, project oriented series of activities to survey of the kind of work and skills of successful game developers. Participants will have an introductory experience of game production, working with together to create a video-game.
Other creators

Nov 2011 - Jan 2013

In 2011, Marc founded the 'Colorado independent Game Developers Association' (CiGDA), successfully creating a diverse forum for artists, developers and musicians to discover and build a local, collaborative game-development community. The group encourages the pursuit of knowledge and expression by fostering a safe, supportive and inspiring development community. CiGDA believes in progressing the interactive arts to 'create good' in the community through events such as charity game jams & youth…
In 2011, Marc founded the 'Colorado independent Game Developers Association' (CiGDA), successfully creating a diverse forum for artists, developers and musicians to discover and build a local, collaborative game-development community. The group encourages the pursuit of knowledge and expression by fostering a safe, supportive and inspiring development community. CiGDA believes in progressing the interactive arts to 'create good' in the community through events such as charity game jams & youth outreach.
http://www.denverpost.com/business/ci\_26933937/indie-game-developers-are-key-colorado-game-industrys
Other creators

Jan 2012 - Apr 2012

St. Chicken was the first game I developed completely by myself under the moniker of Fresh Aces Videogames, utilizing various dev tools to design, program, generate the art assets, as well as composed the musical score. The game was included in the Indie Royale "Evolved Bundle."
See project

Jul 2008 - Jul 2008

From MarketWatch:
"SGN has united with the Arbor Day Foundation to re-grow forests around the world. SGN will donate up to $50,000 of Space Movers game revenue — equivalent to planting 50,000 new trees — to the Arbor Day Foundation. With the help of donors and corporate sponsors like SGN, the Arbor Day Foundation works to support positive tree conservation and education projects. SGN will also provide the opportunity for users to donate money to the Arbor Day Foundation from within the…
From MarketWatch:
"SGN has united with the Arbor Day Foundation to re-grow forests around the world. SGN will donate up to $50,000 of Space Movers game revenue — equivalent to planting 50,000 new trees — to the Arbor Day Foundation. With the help of donors and corporate sponsors like SGN, the Arbor Day Foundation works to support positive tree conservation and education projects. SGN will also provide the opportunity for users to donate money to the Arbor Day Foundation from within the game.
Space Movers is the first social game production of its kind. The game was designed in-house at SGN, with an original soundtrack and advanced social gaming features and branded with the Arbor Day Foundation’s logo throughout the game. Space Movers will first be available on Facebook and soon players will be able to compete asynchronously with old friends and new opponents on additional social networks like MySpace and Bebo. With the release of this game, SGN has catapulted social gaming to the next level. Not only does Space Movers include adorable characters, a quick paced gaming experience, and a catchy beat — but game play is now a meaningful and world changing experience."
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2006 - 2008

The player assumes the role of a dragon-riding knight named Rohn Partridge. Rohn is given the tasks of defending a certain area, destroying certain objects, eliminating enemies or creatures, and other mission-based objectives. After each stage, the player can earn either gold, silver, or bronze medals, depending on performance during the level. A platinum medal is also available, though unlike the other three its requirements are hidden. Earning medals assists in unlocking combos and…
The player assumes the role of a dragon-riding knight named Rohn Partridge. Rohn is given the tasks of defending a certain area, destroying certain objects, eliminating enemies or creatures, and other mission-based objectives. After each stage, the player can earn either gold, silver, or bronze medals, depending on performance during the level. A platinum medal is also available, though unlike the other three its requirements are hidden. Earning medals assists in unlocking combos and behind-the-scenes videos.
Most of the game's battles are air-based combat, with some fought on the ground by landing the dragon and fighting troops and other land-based creatures. In some locations, the game features a morale system tied to the enemy; the lower an enemy's morale, the less he will fight, and it is possible that he will retreat from combat.
The game relies heavily on the PlayStation 3's Sixaxis motion controls. The player flies the dragon by tilting the controller, with additional moves also using motion sensing; one such example is fighting a dragon by tilting the controller to match the enemy dragon's flying height, and then slamming the controller left or right to knock the dragon sideways and out of the battle.
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2005 - 2006

Legend is the seventh major game in the Tomb Raider series, and the first developed by then Menlo Park based, Crystal Dynamics. Heroine Lara is searching for a South American relic, but her adventure takes a different course when rogue anthropologist Amanda Evert shows up. Presumed dead along with a team of graduate students after an accident in a tomb in Peru, where Lara was the only one to escape, Amanda is back with a score to settle as they both race, along with the shady James Rutland Jr.,…
Legend is the seventh major game in the Tomb Raider series, and the first developed by then Menlo Park based, Crystal Dynamics. Heroine Lara is searching for a South American relic, but her adventure takes a different course when rogue anthropologist Amanda Evert shows up. Presumed dead along with a team of graduate students after an accident in a tomb in Peru, where Lara was the only one to escape, Amanda is back with a score to settle as they both race, along with the shady James Rutland Jr., to obtain an ancient artifact. Many other characters, both friends and foes, will stir things up. The story takes Lara through locations all over the world, from the Himalayas to Ghana, Kazakhstan, Bolivia, Japan and England, including her famous mansion filled with secrets and collectibles. Aside from current events, Lara's past is also revealed, through flashbacks. Among other things, you will get to know how she lost her mother and why it is such a burden.
The typical third-person action-adventuring exploring is still present. Lara can move more freely, and is no longer limited by specific jumps. As you travel through rough environments, you will need to run, dive, swim, climb on poles, ladders, roofs, use zip lines, shimmy and vault, with acrobatic actions such as somersaults and flips. You need to cross difficult terrain, solve puzzles to advance or open up new areas, and engage in combat. New tools include a grappling hook, not only used to move around but also to haul enemies Scorpion-style, binoculars, a PLS (personal light source), flares, a PDA and a headset to keep in contact with tech support Zip.
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2004 - 2005

The Sims 2 is the official sequel to the "best-selling PC game of all-time", The Sims. Maxis created an entirely new, 3D engine, similar to the console Sim games. You can rotate the camera in a 360° view, or shuffle the camera to the left and right. Your Sims are also fully animated, articulated characters. They have a wide range of movements, most of which are humorous. Eating, drinking, going to the bathroom, getting kissed, proposing marriage... everything has a specific animation to it. The…
The Sims 2 is the official sequel to the "best-selling PC game of all-time", The Sims. Maxis created an entirely new, 3D engine, similar to the console Sim games. You can rotate the camera in a 360° view, or shuffle the camera to the left and right. Your Sims are also fully animated, articulated characters. They have a wide range of movements, most of which are humorous. Eating, drinking, going to the bathroom, getting kissed, proposing marriage... everything has a specific animation to it. The Sims 2 has an expanded Build mode. You can now create large houses, going up to four floors, with new types of wallpapers, carpets, stairs, fireplaces, and more. You can connect parts of your house via a deck or patio, or a balcony-type catwalk. When first playing the game, you can choose to move your family into a pre-made neighborhood with different themes, or you can create one from scratch. If you have SimCity 4 and/or Rush Hour installed, you can import cities into The Sims 2 to use custom neighborhoods.
The biggest change to the game is aging and fears/aspirations. Your Sims will now age, from a newborn to a toddler to a child to an adult and finally, to a senior. Your Sims will also eventually die of old age (or other means, for evil players), but there is a way to prolong your Sims youth.
Fears and aspirations are just that. Each Sim has different fears and aspirations that must be avoided and met, respectively. If your Sim has a fear of a loved one dying, your Sim will experience difficulty for a time after the person dies. If your Sim has aspirations to get to the top of the corporate ladder, he'll earn aspiration points, which eventually turn into a Platinum meter. When enough points have been reached, you can buy special items, like a Money Tree which releases bags of money every so often. Meeting your Sims fear results in his aspiration points being lowered.
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2002 - 2004

Everything or Nothing is the second of the James Bond third-person shooters, after Tomorrow Never Dies for the Playstation. The game features new guns and a new and improved aiming system which allows you to strategically hug walls and fire around or crouch behind cover. New gadgets allow Bond to go invisible, disrupt electronics, or control mechanical spiders which allow him to access new areas. Everything or Nothing is also the first game where Pierce Brosnan actually supplies his voice for…
Everything or Nothing is the second of the James Bond third-person shooters, after Tomorrow Never Dies for the Playstation. The game features new guns and a new and improved aiming system which allows you to strategically hug walls and fire around or crouch behind cover. New gadgets allow Bond to go invisible, disrupt electronics, or control mechanical spiders which allow him to access new areas. Everything or Nothing is also the first game where Pierce Brosnan actually supplies his voice for the likeness of his character, as well as many other such as Judi Dench and John Cleese.
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2002 - 2002

You take on the role of James Bond and must save the world. The Phoenix International Corporation is focused on dismantling nuclear warheads throughout the world, but lately evidence has been found that the CEO of the corporation, Raphael Drake, is using his company's concept as a means to find and use the warheads for his own purposes. Because his plans are so well hidden, it is up to Bond, with the help of Q and his gadgets, to stop Drake at whatever cost.
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May 2001 - 2002

The "Slipshod" project was an experimental stealth project developed at Electronic Arts in 2001, for the Playstation 2 and Xbox. It was a development base for EA's Redwood Shores studios and had the potential to launch a new flagship platform franchise for EA (something like Crash Bandicoot or Ratchet & Clank.) Although the project was never published, the core members of the team went on to develop subsequently successful, key projects at EA Redwood Shores utilizing the technology and workflow…
The "Slipshod" project was an experimental stealth project developed at Electronic Arts in 2001, for the Playstation 2 and Xbox. It was a development base for EA's Redwood Shores studios and had the potential to launch a new flagship platform franchise for EA (something like Crash Bandicoot or Ratchet & Clank.) Although the project was never published, the core members of the team went on to develop subsequently successful, key projects at EA Redwood Shores utilizing the technology and workflow practices pioneered by the "Slipshod" team.
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2000 - 2000

007: The World is Not Enough is based off of the 1999 James Bond film of the same name. In it, Pierce Brosnan's Bond must investigate the murder of a British oil tycoon and attacks on his new pipeline, which leads to a larger sinister plot requiring gunplay and frequent flier miles to diffuse. This version of the game has a few notable differences to its Nintendo 64 counterpart: it runs off a version of the Medal of Honor engine, and has 11 missions in contrast to the N64's 14; some of which…
007: The World is Not Enough is based off of the 1999 James Bond film of the same name. In it, Pierce Brosnan's Bond must investigate the murder of a British oil tycoon and attacks on his new pipeline, which leads to a larger sinister plot requiring gunplay and frequent flier miles to diffuse. This version of the game has a few notable differences to its Nintendo 64 counterpart: it runs off a version of the Medal of Honor engine, and has 11 missions in contrast to the N64's 14; some of which are not shared between the two. The missions that are similar (usually those taken from the film) further tend to play out differently, and utilize completely different gadgets and weaponry.
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May 1999 - Aug 1999

Road Rash: Jail Break was released 1999 in EU (2000 U.S.) for the PlayStation, and eventually adapted for the Game Boy Advance in 2003. Its main gameplay elements incorporated an interconnected road system and 2 player cooperative play with a sidecar.
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F2P Social Facebook app that allowed users to adopt, customize, feed, pet, decorate and share virtual pets called (fluff)Friends. Cut my teeth on monetization and live game design strategies.
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Elementary proficiency

Elementary proficiency

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Founder

Oct 2011 - Present
http://www.denverpost.com/business/ci\_26933937/indie-game-developers-are-key-colorado-game-industrys

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